755 Commits over 791 Days - 0.04cph!
light sources on water w/ shadows, water also receives sun shadows now as well
vclouds optimizations:
- move ExecuteCommandBuffer() call to generate weather textures from LateUpdate() into rendering code callback, calling it in LateUpdate() created a thread sync point
- completely skip rendering the cirrus cloud layer as it's unused (wasted some GPU time)
- fix rounding math for compute group sizes, also add a bounds check in the main CloudMarch shader
merge from render_pipeline_testing
potential fix for contacts mugshots weirdness on first render
merge from render_pipeline_testing
set up empty renderer data for chippy camera, fixes viewmodel rendering inside chippy
fix the contact shadows option being removed by mistake
merge from render_pipeline_testing
implement texel density vizzer in RRP
don't render water in preview cameras
merge from render_pipeline_testing
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
merge from render_pipeline_testing
fix RRP drawing ocean after water bodies
merge from render_pipeline_testing
fix RRP missing pixelation censorship size override + fov logic
merge from render_pipeline_testing
- update water bodies to use RRP renderer lists, much more efficient especially if lots of water bodies are being rendered
- store separate list of water bodies with a material blend to avoid looping over all water bodies to update just those every frame
merge from render_pipeline_testing
stop deploy guides from rendering into the lighting reflection probe in RRP
fix viewmodel skins no longer working with the allocation fix. skins work again and allocations still fixed
fix allocations in viewmodel renderer feature
merge from vclouds_always_on
fix vclouds still disappearing in cargo hold in brp
fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
complete the revert of culling water/clouds when underground, causing issues, will revisit
fix bad vcloud perf, reprojection was mistakenly being disabled
remove option to disable volumetric clouds
fix SSAO applying on top of fog in RRP
fix vclouds not respecting render scale in RRP
fix water reflection probe funkiness when using the chippy arcade machine in RRP
merge from render_pipeline_testing (fixes)
fix volumetric fog shadows not working in RRP
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
cherry pick DefaultVolumeProfile change, fix for deep sea color grading in RRP
fix missing HSVRemap from DefaultVolumeProfile
merge from render_pipeline_testing
merge from render_pipeline_testing (water fixes)
fix stutter in underwater color grading transition
keep rendering water in underwater labs since the moonpool is there
merge from render_pipeline_testing